// Batch Halo Fix - DHR
// ---- Created with 3Dmigoto v1.2.57 on Thu Apr 27 19:08:08 2017

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float3 CameraWorldPos : packoffset(c4);
  float4 PrimitiveDynamicData : packoffset(c5);
  float OcclusionPercentage : packoffset(c6);
  float4 UniformPixelVector_0 : packoffset(c7);
  float4 UniformPixelVector_1 : packoffset(c8);
  float4 CameraWorldPosition : packoffset(c9);
  float4 CameraRight : packoffset(c10);
  float4 CameraUp : packoffset(c11);
  float4 ScreenAlignment : packoffset(c12);
  float NormalsType : packoffset(c13);
  float4 NormalsSphereCenter : packoffset(c14);
  float4 NormalsCylinderUnitDirection : packoffset(c15);
  float2 RotationCenter : packoffset(c16);
  float AxisRotationVectorSourceIndex : packoffset(c16.z);
  float4 AxisRotationVectors[2] : packoffset(c17);
  float4 ParticleUpRightResultScalars : packoffset(c19);
  float3 FakeCameraDirection : packoffset(c20);
  float3 LightingChannelsAndModel : packoffset(c21);
  float3 UpperSkyColor : packoffset(c22);
  float3 LowerSkyColor : packoffset(c23);
  bool bEnableSkyLight : packoffset(c23.w);
  float4 AmbientColorAndSkyFactor : packoffset(c24);
  float EnvironmentReflectionFactor : packoffset(c25);
}

cbuffer VSOffsetConstants : register(b1)
{
  float4x4 ViewProjectionMatrix : packoffset(c0);
  float4x4 ViewProjectionMatrixNoTemporal : packoffset(c4);
  float4 CameraPositionVS : packoffset(c8);
  float4 PreViewTranslation : packoffset(c9);
}

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float MetallicOverrideParameter : packoffset(c2.y);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
  float4 ViewClampRect : packoffset(c7);
  float2 ProjectionInvScale : packoffset(c8);
  float4x4 ViewProjectionMatrixPS : packoffset(c9);
  float2 SceneColorExponentBias : packoffset(c13);
}

SamplerState SceneColorTextureSampler_s : register(s2);
SamplerState PixelTexture2D_0Sampler_s : register(s3);
SamplerState PixelTexture2D_1Sampler_s : register(s4);
Texture2D<float4> SceneColorTexture : register(t1);
Texture2D<float4> PixelTexture2D_0 : register(t2);
Texture2D<float4> PixelTexture2D_1 : register(t3);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r0.xyz = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m03_m13_m33 * v5.www + r0.xyz;

  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r0.x += stereo.x * (r0.z - stereo.y);  
  
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  
  r0.zw = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, v2.xy, 0).xy;
  r1.xyzw = r0.zwzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
  r0.xy = r1.zw * float2(-0.5,-0.5) + r0.xy;
  r0.zw = r1.xy * float2(-0.300000012,-0.300000012) + v2.xy;
  r1.xyz = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, r0.zw, 0).xyz;
  r0.xy = max(ViewClampRect.xy, r0.xy);
  r0.xy = min(ViewClampRect.zw, r0.xy);
  r0.xyz = SceneColorTexture.Sample(SceneColorTextureSampler_s, r0.xy).xyz;
  r0.xyz = SceneColorExponentBias.yyy * r0.xyz;
  r2.xyz = UniformPixelVector_1.www * UniformPixelVector_1.xyz;
  r1.xyz = r2.xyz * r1.xyz;
  r0.xyz = r1.xyz * r0.xyz + UniformPixelVector_0.xyz;
  r0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  o0.xyz = r0.xyz * v4.www + v4.xyz;
  r0.x = CameraWorldPos.z + v5.z;
  r0.x = 0.200000003 * r0.x;
  r0.x = saturate(PrimitiveDynamicData.x * -0.200000003 + r0.x);
  r0.y = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, v2.xy, 0).x;
  r0.y = PrimitiveDynamicData.w * r0.y;
  o0.w = r0.y * r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   float4 PrimitiveDynamicData;       // Offset:   80 Size:    16
//   float OcclusionPercentage;         // Offset:   96 Size:     4 [unused]
//   float4 UniformPixelVector_0;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  128 Size:    16
//   float4 CameraWorldPosition;        // Offset:  144 Size:    16 [unused]
//   float4 CameraRight;                // Offset:  160 Size:    16 [unused]
//   float4 CameraUp;                   // Offset:  176 Size:    16 [unused]
//   float4 ScreenAlignment;            // Offset:  192 Size:    16 [unused]
//   float NormalsType;                 // Offset:  208 Size:     4 [unused]
//   float4 NormalsSphereCenter;        // Offset:  224 Size:    16 [unused]
//   float4 NormalsCylinderUnitDirection;// Offset:  240 Size:    16 [unused]
//   float2 RotationCenter;             // Offset:  256 Size:     8 [unused]
//   float AxisRotationVectorSourceIndex;// Offset:  264 Size:     4 [unused]
//   float4 AxisRotationVectors[2];     // Offset:  272 Size:    32 [unused]
//   float4 ParticleUpRightResultScalars;// Offset:  304 Size:    16 [unused]
//   float3 FakeCameraDirection;        // Offset:  320 Size:    12 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  336 Size:    12 [unused]
//   float3 UpperSkyColor;              // Offset:  352 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  368 Size:    12 [unused]
//   bool bEnableSkyLight;              // Offset:  380 Size:     4 [unused]
//   float4 AmbientColorAndSkyFactor;   // Offset:  384 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  400 Size:     4 [unused]
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4x4 ViewProjectionMatrixNoTemporal;// Offset:   64 Size:    64 [unused]
//   float4 CameraPositionVS;           // Offset:  128 Size:    16 [unused]
//   float4 PreViewTranslation;         // Offset:  144 Size:    16 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16 [unused]
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16 [unused]
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16 [unused]
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneColorTextureSampler          sampler      NA          NA    2        1
// PixelTexture2D_0Sampler           sampler      NA          NA    3        1
// PixelTexture2D_1Sampler           sampler      NA          NA    4        1
// SceneColorTexture                 texture  float4          2d    1        1
// PixelTexture2D_0                  texture  float4          2d    2        1
// PixelTexture2D_1                  texture  float4          2d    3        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float       
// TEXCOORD                11   xyzw        1     NONE   float       
// TEXCOORD                 0   xy          2     NONE   float   xy  
// TEXCOORD                 1   xyzw        3     NONE   float       
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// SV_IsFrontFace           0   x           6    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[9], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 3
mul r0.xyz, v5.yyyy, cb1[1].xywx
mad r0.xyz, cb1[0].xywx, v5.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xywx, v5.zzzz, r0.xyzx
mad r0.xyz, cb1[3].xywx, v5.wwww, r0.xyzx
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_b_indexable(texture2d)(float,float,float,float) r0.zw, v2.xyxx, t2.zwxy, s3, l(0.000000)
mad r1.xyzw, r0.zwzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mad r0.xy, r1.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000), r0.xyxx
mad r0.zw, r1.xxxy, l(0.000000, 0.000000, -0.300000, -0.300000), v2.xxxy
sample_b_indexable(texture2d)(float,float,float,float) r1.xyz, r0.zwzz, t3.xyzw, s4, l(0.000000)
max r0.xy, r0.xyxx, cb2[7].xyxx
min r0.xy, r0.xyxx, cb2[7].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s2
mul r0.xyz, r0.xyzx, cb2[13].yyyy
mul r2.xyz, cb0[8].xyzx, cb0[8].wwww
mul r1.xyz, r1.xyzx, r2.xyzx
mad r0.xyz, r1.xyzx, r0.xyzx, cb0[7].xyzx
mul r0.xyz, r0.xyzx, cb2[13].xxxx
mad o0.xyz, r0.xyzx, v4.wwww, v4.xyzx
add r0.x, v5.z, cb0[4].z
mul r0.x, r0.x, l(0.200000)
mad_sat r0.x, cb0[5].x, l(-0.200000), r0.x
sample_b_indexable(texture2d)(float,float,float,float) r0.y, v2.xyxx, t3.yxzw, s4, l(0.000000)
mul r0.y, r0.y, cb0[5].w
mul o0.w, r0.x, r0.y
ret 
// Approximately 27 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
